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Dev Diary #2 — Affinities

Hello Everyone and welcome to a new Dev Diary issue about Affinities!

My name is Tom Bird, and I’m a senior developer at Triumph Studios. Today I’d like to talk about affinities, one of the systems that sits at the heart of Age of Wonders 4. Each affinity represents an archetypal, cosmic force that defines the type of magic you can use, the elemental forces you control and the type of society your faction has.

There are 6 affinities in the game, but today we’re mostly going to be talking about Order affinity. Order is the power that brings structure to the Cosmos and to the lives of mortals. It is associated with light, faith, justice and the government of empires. In gameplay terms, Order has a focus on diplomacy, healing and city stability.

Culture

You first start defining your faction’s affinity by choosing your culture and society traits. Your faction’s culture represents who they are before you take control of them, and mostly affects your starting units. There are 6 cultures in the game and the one most strongly associated with Order is High Culture.

high elves.jpg

Here we see some High Culture elves, standing in the Magehaven, preparing to tread onto a new world!

Order is associated with Spirit Damage, a type of holy energy that is particularly effective against the undead. High Culture’s defining feature is that their units can become “Awakened”, allowing them to channel Spirit Damage through their physical attacks!

Society Traits

After choosing your culture, it’s time to choose Society Traits. These traits represent the general philosophy your people follow, as well as how they live and govern themselves. Each of these traits is associated with an affinity, and I’ve listed a couple of the order traits below.

chosen uniters.jpg

The Chosen Uniters trait is the epitome of Order as a force for diplomacy. It grants you 10 points of good alignment, which improves your diplomatic relations with the other (non-evil) factions that you meet, and grants you a bonus to income from Vassals, which are cities that join your empire via diplomacy instead of conquest.


imperialists.jpg

Of course, Order isn’t always about being nice to people! The Imperialists trait represents Order as a force of political and economic domination. It grants a bonus to Imperium income, which is vital for building an empire with many cities, as well as buying skills from the Empire Tree.


Tomes

The final, and most important, aspect of your faction’s affinity are the Tomes of Magic which you choose to research. Each Tome contains a number of spells, units and upgrades all centered around a particular theme, and each Tome is associated with one affinity.

There are 9 Tomes of Order in Age of Wonders 4, leading your empire down a path of righteous and lawful domination.

tome of faith.jpg

The Tome of Faith is an early game tome that is focused on healing and support units. It’s perfect for a religious faction that wishes to shield its armies with holy power!

chaplain.jpg

The Chaplain is a powerful healing unit who can Bless units to boost their combat prowess.

staves of mending.jpg

If you’re more interested in using your Culture’s own support units, then the Staves of Mending enchantment will grant them extra healing powers, as well as making them cheaper to support.

convent.jpg

The Convent is a unique structure you can build in your city that provides benefits that grow more powerful the more content and happy you keep your citizens.



tome of subjugation.jpg

Focussed on the more repressive aspects of Order, the Tome of Subjugation is a mid game tome focused on the domination and control of other races.

tyrant knight.jpg

The Tyrant Knight is a powerful shock unit, who specializes in delivering a devastating charge that shatters enemy morale.

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Once an enemy has been routed, the Final Ultimatum spell gives you a chance to convince a fleeing unit that their lives would be better if they switched sides.


baron_s palace.jpg

The Baron’s Palace gives a huge amount of income for a city structure, however it can only be built in the cities that you have conquered from your foes.

The Empire Tree

Until now, every choice we’ve made has granted affinity points to out faction, if we’d made a starting faction on High Elf Imperialists, we’d end up with:

  • High Culture: +2 Order
  • Imperialists: +1 Order
  • Chosen Uniters: +1 Order
  • Tome of Faith: +2 Order

That gives us a start with 6 Order. So what does that mean to us? Well, one system that is greatly affected by your faction’s affinity is the Empire Tree:

empire tree.jpg


The Empire Tree contains the economic and social bonuses of the game (as opposed to Tomes which are more focused on military bonuses), and is divided into 7 branches: One branch for each of the six affinities, and one general shared branch.

Since our faction has 6 Order affinity, we will start rapidly unlocking skills from the Order branch of the tree (as well as the general branch) but we won’t be able to get anything from any other branches unless we get some other affinities!

The Order branch of the tree is focused heavily on diplomacy and vassals, giving you such skills as:
diplomatic channels.jpg

A Whispering Stone is a magical stone you give to a free city to help sway it to your side, since most empires only have one, this allows us to try and vassalize twice as many cities at once!


exemplar.jpg


The Rally of Lieges is a mechanic that allows you to recruit units directly from your vassals and ancient wonders. This skill means any unit you recruit via the rally starts as an experienced veteran with extra health and other bonuses.

Also, as you can see this skill will take us 10 turns to unlock. If we had fewer points in Order affinity, this would take longer!

rite of allegiance.jpg

As well as permanent upgrades, the tree also contains Rites, which are one off rewards you can trigger to help you out of a tough spot or to optimize a particular plan. This rite grants you a friendship boost with every free city on the map, helping you vassalize them faster.

Of course we don’t expect the player to stick to just one affinity, by mixing and matching affinities you can find synergies to help supercharge your empire! For example, Shadow affinity has many skills themed around deception and the darker sides of diplomacy.

This means that, once we’ve done enough research into our starting tome, we could pick a Shadow Tome, such as the Tome of Souls to add a religious death cult feel to our faction. This would give us 2 points of shadow affinity that would allow us to get skill such as this:

all seeing.jpg

This skill would allow us to use our extra whispering stones to speed up our magical research and keep an eye on distant lands!

Conclusion

This concludes our brief introduction to the affinity system! There’s a lot more to talk about here, your affinity also affects your diplomatic relations with others and your access to the Magical Victory Condition, but that will all have to wait until a future dev diary!

Next Diary will feature more details about Lore and Story Realms — stay tuned!
 
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As you Research Tome Skills you'll naturally unlock a new Tome to pick.
So i finished reading the first necromancy tome, do i get to choose next between three tomes? Will affinities be taken in count for that favoring the tomes of the one you got more? Or it's random and from necromancy you can choose matter, astral and nature tomes for example? Also if you don't pick one will you find it later? :)
 
Some thoughts/questions.

2. I don't see any, but are the "crossover" affinity bonuses? (say, something specifically for having Order and Shadow, in addition to the stuff you get for having order OR shadow) if not it feels like an obvious thing to expand on.
I think crossover affinity bonus would be a bad idea. Making specific combo bonuses will force players to play a certain way, as people would want to optimize. As shown, there are already benefits and synergies within the affinities. They don't need to go extra and add niche bonuses.
 
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Of course we don’t expect the player to stick to just one affinity,
  • Can you eventually get all affinities to maximum?
  • Is there anything else to repeatedly spend a lot of Imperium on other than unlocking new affinity nodes?
  • Are there any mechanical benefits to sticking to one affinity or will you eventually have to unlock all of them if the game goes on long enough?
 
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Thank You for this diary!

A question about the tomes:

Do the tomes have the same or similar limitation like the empire tree? E.g you need affinity in the order branch to unlock order things. If you can just mix and mach tomes at your whim then i fail to see how it wont end up as a "balance disaster". Tomes are the equivalence(or close to) of the classes of AoW 3. So it's like as if AoW 3 would let an elven druid pick the skills/spells of the warlord, rogue or both.
 
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I think crossover affinity bonus would be a bad idea. Making specific combo bonuses will force players to play a certain way, as people would want to optimize. As shown, there are already benefits and synergies within the affinities. They don't need to go extra and add niche bonuses.
Depends how it’s done, a mix wouldnt need to be optimal, and there’s already going to be optimal builds, mixes woukd give more flavour, show how order and shadow, or chaos and nature work together rather then your empire just independently being both
 
i love palantir vibe of whispering stones, i hope u give us some options to corrupt ppl thanks by them >) !
 
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What about Rally of Liege units from Ancient Wonders, like the Ogre units from the Fortress of Woes shown in your playthrough with Lennart and Cknoor last week? Will we also be able to draft those units normally if we fully control the Cities that they are attached to?
If I understand this correctly. Then it would work the same way as in AOW 3.
 
I know
Some thoughts/questions.

1. I notice there's an alignment as well as affinity, is that purely diplomacy-based (sorta like in Planetfall) or does it have other gameplay implications? (spells target a specific alignment, etc.)
2. I don't see any, but are the "crossover" affinity bonuses? (say, something specifically for having Order and Shadow, in addition to the stuff you get for having order OR shadow) if not it feels like an obvious thing to expand on.
they said something about your alignment influence in the events you get. I would also assume that the angelic form would need a pure good alignment to unlock and demons would require pure evil, but they could be based on order and chaos as well, I am just speculating.
 
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Thank you for the diary.

I'm a little afraid that the game will be like Endless Legend in terms of numbers. There I ended up with an empire plan consisting of numerous bonuses and mali and am only optimising or deterred by the mass of numbers (I'm a mathematician, by the way). Social traits, affinities, other bonuses... how will I keep track?

About the tomes:
The content of each book seems to be predetermined. So won't I always end up following the same path in my magic realms? This seems a bit boring compared to Master of Magic. There I don't have all the spells and have to build a strategy with them.
 
About the tomes:
The content of each book seems to be predetermined. So won't I always end up following the same path in my magic realms? This seems a bit boring compared to Master of Magic. There I don't have all the spells and have to build a strategy with them.
You don't get all the spells in a tome at once. You have to research them, and you can only choose from a small selection of spells when starting research.

The description of a t3 tome that has a T4 unit for research as a "midgame tome" is very interesting to me. That could mean that aow4 is taking the opposite tack to planetfall, and embracing the t4 spam by giving players easy access to a range of top tier units.

Maybe that's a mistake? The DKs design doesn't really read as a t4 to me. That may be the fault of the unit view screen, I don't think the single harsh light from above is terribly flattering to the unit designs in general.

This also implies 4 tiers of books at least, which seems like a pretty thin strech-two books per tier with one extra somewhere isn't going to be that much variety- there are some themes which are going to be touched on multiple times throughout an alignment. Possibly there's only one t4 book, which sounds a bit better for midgame variety.
 
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Maybe that's a mistake? The DKs design doesn't really read as a t4 to me. That may be the fault of the unit view screen, I don't think the single harsh light from above is terribly flattering to the unit designs in general.
The DK's ability list also looked pretty sparse. But approaching the T4 spam by going "here, have a broad array of T4's" actually seems like a pretty good approach to me tbh. If we have T4's who are valuable supports, T4's who are good archers, T4's who are front line tanks, T4's who just do lots of damage, etc, then instead of "devolving to T4 spam" the game would just go from "I have a varied list of low tier units" to "I have a varied list of T4's". And that's still interesting IMO.
 
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The description of a t3 tome that has a T4 unit for research as a "midgame tome" is very interesting to me. That could mean that aow4 is taking the opposite tack to planetfall, and embracing the t4 spam by giving players easy access to a range of top tier units.

Maybe that's a mistake? The DKs design doesn't really read as a t4 to me. That may be the fault of the unit view screen, I don't think the single harsh light from above is terribly flattering to the unit designs in general.
Jordi said on the Discord that T4 will no longer be the highest unit tier. It is possible that T4s in this game are much closer to T3s in the previous games in terms of relative power level, while T5 and maybe T6 are the new super units.
 
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Jordi said on the Discord that T4 will no longer be the highest unit tier. It is possible that T4s in this game are much closer to T3s in the previous games in terms of relative power level, while T5 and maybe T6 are the new super units.
...Welp, here's hoping we aren't going back to "hit max tier units, there's only one for me, make nothing else because nothing else can handle that level of combat"... especially because that T4 looked like it had the STATS of a T4 in AoW3.
 
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Wow, this is super interesting. I really like how the game evolved since AoW1 that where we could choose elemental spheres in 1-2 and more specializations in 3, now you can tailor your race, research tree and magic to minute levels! Really interesting combinations there for the starting culture and traits.
Some really potent spells too. Final Ultimatum sounds about as awesome as the possession of the Drained in Planetfall.
I like that finally we have an option to make racial healer units too (I mean we had the Evangelist in III but this is different). I am curious how the enchantments will work, I assume same as in III and Planetfall, they affect all types of said unit.

...Welp, here's hoping we aren't going back to "hit max tier units, there's only one for me, make nothing else because nothing else can handle that level of combat"... especially because that T4 looked like it had the STATS of a T4 in AoW3.
I think the Fire Giant shown in the stream was Tier IV too and he could beat it with a small army of Tier I-II units.
 
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Wow, this is super interesting. I really like how the game evolved since AoW1 that where we could choose elemental spheres in 1-2 and more specializations in 3, now you can tailor your race, research tree and magic to minute levels! Really interesting combinations there for the starting culture and traits.
Some really potent spells too. Final Ultimatum sounds about as awesome as the possession of the Drained in Planetfall.
I like that finally we have an option to make racial healer units too (I mean we had the Evangelist in III but this is different). I am curious how the enchantments will work, I assume same as in III and Planetfall, they affect all types of said unit.


I think the Fire Giant shown in the stream was Tier IV too and he could beat it with a small army of Tier I-II units.
...do you think he still could have if there were two? How about three?
 
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It looks like the tomes are a much bigger deal than I thought -- on par with Secret Techs, albeit with more "branches" instead of just an initial choice. This helps some of my concerns. It seems like (for example) a Barbarian culture that goes big on Nature and plays the "wardens of the natural world" trope to the hilt will feel and play sufficiently different from a Barbarian that drinks straight from the Shadow and Chaos wells whilst screaming about skull thrones and other charming past times, even if they take the same racial bonuses. Different units, buildings, spells, bonuses, and "enchantments". Which reminds me, are Enchantments like unit mods from Planetfall?

as far as i could tell yes and no. yes they mod a bunch of units but they are also more influental in terms of giving more pronounced abilities and shape the visuals of the unit as well. so it is a much stronger transformation both in gameplay and visuals.